// Blind the bot for the given duration void CCSBot::__MAKE_VHOOK(Blind)(float duration, float holdTime, float fadeTime, int alpha) { // extend CBasePlayer::Blind(duration, holdTime, fadeTime, alpha); PrintIfWatched("I'm blind!\n"); if (RANDOM_FLOAT(0.0f, 100.0f) < 33.3f) { GetChatter()->Say("Blinded", 1.0f); } // decide which way to move while blind m_blindMoveDir = static_cast<NavRelativeDirType>(RANDOM_LONG(1, NUM_RELATIVE_DIRECTIONS - 1)); // if blinded while in combat - then spray and pray! m_blindFire = (RANDOM_FLOAT(0.0f, 100.0f) < 10.0f) != 0; // no longer safe AdjustSafeTime(); }
// Invoked when injured by something // NOTE: We dont want to directly call Attack() here, or the bots will have super-human reaction times when injured BOOL CCSBot::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { CBaseEntity *pAttacker = GetClassPtr<CCSEntity>((CBaseEntity *)pevInflictor); // if we were attacked by a teammate, rebuke if (pAttacker->IsPlayer()) { CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pAttacker); if (BotRelationship(pPlayer) == BOT_TEAMMATE && !pPlayer->IsBot()) { GetChatter()->FriendlyFire(); } if (IsEnemy(pPlayer)) { // Track previous attacker so we don't try to panic multiple times for a shotgun blast CBasePlayer *lastAttacker = m_attacker; float lastAttackedTimestamp = m_attackedTimestamp; // keep track of our last attacker m_attacker = pPlayer; m_attackedTimestamp = gpGlobals->time; // no longer safe AdjustSafeTime(); if (!IsSurprised() && (m_attacker != lastAttacker || m_attackedTimestamp != lastAttackedTimestamp)) { // being hurt by an enemy we can't see causes panic if (!IsVisible(pPlayer, CHECK_FOV)) { bool bPanic = false; // if not attacking anything, look around to try to find attacker if (!IsAttacking()) { bPanic = true; } else { // we are attacking if (!IsEnemyVisible()) { // can't see our current enemy, panic to acquire new attacker bPanic = true; } } if (!bPanic) { float invSkill = 1.0f - GetProfile()->GetSkill(); float panicChance = invSkill * invSkill * 50.0f; if (panicChance > RANDOM_FLOAT(0, 100)) { bPanic = true; } } if (bPanic) { // can't see our current enemy, panic to acquire new attacker Panic(m_attacker); } } } } } // extend return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); }